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Patch 2.6.0 Hotfixes: July 7

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The first batch of hotfixes for Patch 2.6.0 has arrived. The 6-piece Bones of Rathma set bonus now grants 625% damage to your minions and Army of the Dead skill (up from 250%) for each active Skeletal Mage with a total cap of 2,500%. Players only need to maintain 4 active Skeletal Mages  for the 6-piece set bonus (down from 10). Hellcat Waistguard was fixed to drop again.

Update: These hotfixes have been delayed to Monday.

Blizzard LogoBlizzard (Source)

Below you will find a list of hotfixes recently applied or coming soon that address various bugs or mechanic tweaks.

These hotfixes should not require you to download a new patch. Some of the hotfixes below will go live the moment they are implemented while others may require restarting the game to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.

Last updated July 6. Hotfixes are denoted by the date they were applied to live servers.

Previous Hotfixes: [2.4.0] [2.4.1] [2.4.2] [2.4.3][2.5.0] 

[LIVE HOTFIXES]

Items
  • Fixed an issue which caused the six-piece bonus on the Grace of Inarius set to proc the effect of Mirinae, Teardrop of the StarweaverMirinae and other on-hit effects too frequently (10/7)
  • Adjusted the Bones of Rathma six-piece set bonus based on player feedback (10/7)
    • The six-piece bonus will now grant 625% (up from 250%) damage to your minions and Army of the DeadArmy of the Dead skill for each active Skeletal MageSkeletal Mage with a total cap of 2500%. With this, players will only need to summon four (down from ten) Skeletal Mages to receive the full six-piece set bonus. Additional Skeletal Mages can still be summoned to attack your enemies, but aren’t needed to maintain the bonus. This makes maintaining the bonus less time consuming and allows damage to ramp up more quickly at the start of combat. The total number of Skeletal Mages that can be active at a time is unchanged (ten). (10/7)
  • Enabled the item Hellcat Waistguard to begin dropping once more (10/7)
  • Fixed an issue which allowed certain Necromancer Legendary items to be equipped by non-Necromancer classes (10/7)

Skills
  • Fixed an issue where Marked for DeathMarked for Death Grim ReaperGrim Reaper rune was incorrectly spreading the damage from the skill FrailtyFrailty (10/7)
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55 minutes ago, Stan said:

Fixed an issue which caused the six-piece bonus on the Grace of Inarius set to proc the effect of Mirinae, Teardrop of the StarweaverMirinae and other on-hit effects too frequently 

How it worked before the patch? Each hit from the Bone Armor tornado could proc the effect of the gem?

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I am a little confused by what they mean "Skeletal Mages are no longer required to maintain the buff"? does that mean once you have summoned 4 to get the 2500 damage bonus you don't need to summon anymore and you stay buffed at 2500 for the remainder of the session? or the buff will last last longer then a mages up time and wear off if another one isn't summoned?

Edited by BlakeArmentrout

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Just now, Stan said:

Previously, you needed to have 10 Skeletons up to receive the 6PC bonus. Now it's down to 4.

yes I understand that part, that you only need 4 to receive the max bonus, but it also says they don't have to REMAIN up to keep the bonus active where as before the bonus was only applied if they were active and attacking. I am wondering if this means if the bonus will now be permanent with or with out the mages once all 4 are summoned atleast once.

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13 minutes ago, BlakeArmentrout said:

I am a little confused by what they mean "Skeletal Mages are no longer required to maintain the buff"? does that mean once you have summoned 4 to get the 2500 damage bonus you don't need to summon anymore and you stay buffed at 2500 for the remainder of the session? or the buff will last last longer then a mages up time and wear off if another one isn't summoned?

To receive the effect of the 6-piece Rathma set bonus, you now need to maintain an uptime of 4 Skeletal Mages (down from 10). (250*10 = 625*4). Instead of each Skeletal Mage increasing your damage by 250% up to a maximum of 2,500% at 10 Skeletal Mages, a single will increase your damage by 625% and caps at 4 / 2,500%.

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3 minutes ago, Stan said:

You don't have to worry and maintain an uptime of 10 Skeletal Mages. Nothing has changed there. 250*10 = 625*4

ohh ok I think I got it now, there saying no more then 4 are needed to maintain the bonus, they just worded it weird like you didnt need to summon mages anymore after the bonus was earned. at first I thought they ment once 4 were summoned the 2500 bonus was permanent with out the need for further mages.

 

Edited by BlakeArmentrout

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To be honest tho I wish the would have changed the way the bonus was triggered because the dam mages take so much recource to summon dont last hardly at all, 6 seconds is nothing, when other set bonuses are triggered practicly all the time by base spells that you are always using and cost nothing. like the bonus could be when you use command skeleton you get the full 2500 bonus untill they kill the target or switch to a new one, wich would line up nice with that set that makes them auto switch targets giving you the increase permant that way, because maintaining 4 mages at all times is really hard when they cost 40 essence a pop and you can only earn 25 or so from attacking. then again I do have that ring that summons 2 ata time so maybe it wont be so bad, only time will tell.

Edited by BlakeArmentrout

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You should do lots of damage so white mobs will die from 1-2 hits. DevourDevour CannibalizeCannibalize would then regen your essence very fast because of lots of corpses around you. The Circle of Nailuj's EvolCircle of Nailuj's Evol ring will help, too. (160 essence vs 80 essence for 4 skeletons (4 casts vs 2 casts)).
More over, with the ring your mages will last for additional 2-4 secs (so 8-10 in total), which is not that bad. Command SkeletonsCommand Skeletons with Jesseth SkullscytheJesseth Skullscythe Jesseth SkullshieldJesseth Skullshield should restore your essence pretty fast as well. (it should take ~1 sec to kill white mobs with Command Skeletons).

Btw I've tested the Necromancer Bone Storm build and it's still powerful even with the Mirinae, Teardrop of the StarweaverMirinae, Teardrop of the Starweaver proc fix.

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5 hours ago, BlakeArmentrout said:

ohh ok I think I got it now, there saying no more then 4 are needed to maintain the bonus, they just worded it weird like you didnt need to summon mages anymore after the bonus was earned. at first I thought they ment once 4 were summoned the 2500 bonus was permanent with out the need for further mages.

 

"players will only need to summon four (down from ten) Skeletal Mages to receive the full six-piece set bonus. Additional Skeletal Mages can still be summoned to attack your enemies, but aren’t needed to maintain the bonus."

The part "not needed to maintain" is in direct reference to the Mages summoned after the bonus is capped.

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When I look at the set bonuses of my Rathma's set, it still shows that each mage gives 250% bonus. Is this simply text that needs to be updated, or do I need to get a whole new set for this to take effect ?

Untitled.thumb.png.31af6ab2b7032eb0def115ae43cff5c6.png

-EDIT- 

I'm an idiot... just read this - 

Please keep in mind that some issues cannot be addressed without a client-side patch. Also note that changes to certain abilities will not be reflected in its tooltip until a patch is issued.

Edited by uberNoobZA

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The hotfix is not even live yet (goes live tomorrow, monday).

Quote

We’ve unfortunately encountered some technical issues with today’s hotfix that will require us to delay the hotfix until Monday. Apologies for the delay on this – the team is hard at work on the fix.

 

So, @Defman, you might wanna test more tomorrow since nothing has changed yet.

 

 

Edited by Christhammer
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I just leveled mine and got the Inarius set yesterday. I was able to complete a 72 with 4 seconds left at 592 paragon points and level 50 marinae / Bane of the Trapped gems. Rolls on gear are almost optimal (probably 85%) and the build is identical to the guide. Not sure what it was like pre-nerf, but I felt a bit squishy and the damage was a bit lower than I would have expected. I would assume that a fresh seasonal with no paragon points and level 25 gems is going to be tough to hit that mark, but I honestly wouldn't know. Curious as to whether the Rathma's set would be better.

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A short update.

Blizzard LogoBlizzard (Source)

Hey all,

We're hoping to get the hotfix out to you all as soon as possible. When that happens, we'll update the appropriate thread

In the mean time, let's avoid calling out people on the forums, even "vaguely." It's not healthy for the community, and there are better channels (Customer Support) for such things. 

Thanks!

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Attacking with Tempest Rush reduces your damage taken by 50% and increases Spirit Regeneration by 50. 6-Piece Bonus: Hitting with Tempest Rush while Sweeping Wind is active will temporarily increase the size of Sweeping Wind after hitting over 30 times within a short period. Sweeping Wind damage is increased by 10,000% 15,000% Developer's Note: Thank you so much for your thorough feedback and testing on the 2.6.7 PTR! We heard Monk requests for additional damage reduction and to better integrate Tempest Rush as a skill. We hope the result makes for a more survivable and engaging build that still captures that rush of Holy Justice sweeping through crowds of dastardly demons. Darklight Fist of the Heavens has a [45-60%] 100% chance to be cast twice. Additional Legendary Power: Increases the damage of Fist of the Heavens by [200-250%][800-1000%]. Eye of the Storm New Legendary Power: When Sweeping Wind hits exactly 1 enemy, its damage is increased by 100%. Developer's Note: With the redesign of Patterns of Justice, there was less need for this item's introduction. We've removed it for now and may consider adding it (or possibly a different Legendary power) at a later date. Vengeful Wind Increases the maximum stack count of Sweeping Wind by [6-7] 10 Additional Legendary Power: Increases the damage of Sweeping Wind by [250-300%] [600-800%]. Won Khim Lau New Legendary Power: Hitting with Tempest Rush will activate Cyclone Strike, and both skills deal [500-600%] increased damage. Chantodo's Resolve The scaled attack speed damage bonus to Wave of Destruction has been reduced Developer Note: This is a reactive adjustment from an earlier change to how Wave of Destruction receives a bonus from Attack Speed. The buff that resulted from that change was more than we expected, so we're reigning it in. Wrath of the Wastes 6-Piece Bonus: The damage bonus now also applies to Rend Lamentation Additional Legendary Power: Increases the damage of Rend by [150-200%] Developer Note: While we were very happy with how much better Barbarians are performing, we are concerned we may have overshot it. By removing just one silo'd addition, we can observe how the class performance goes for Season 19 and consider re-adding this change in the future. Remember we still have a patch coming up where Barb will be one of the focused classes, so there will be plenty of time to revisit if necessary! Ambo's Pride New Legendary Power: Attacking with Whirlwind also applies Rend and the total damage of Rend is dealt over 1 second Remorseless Hammer of the Ancients has a [25-30%] chance to summon an Ancient for 20 seconds New Legendary Power: While both Wrath of the Berserker and Call of the Ancients are active, Hammer of the Ancients deals [200-250%] more damage. Fjord Cutter You are surrounded by a Chilling Aura when attacking. New Legendary Power: Seismic Slam attacks 50% faster and also deals 100-150% increased damage against Slowed or Chilled enemies Bracers of Destruction Seismic Slam deals [400-500%] increased damage to the first 5 10 enemies it hits. Fury of the Ancients Call of the Ancients gains the effect of the Ancients' Fury rune and your Ancients attack 100% faster Bone Ringer Now has a cap of 60 stacks. Developer Note: We never intended for this item to be used in a way where you farm stacks for an egregious amount of time (5+ minutes) and then watch all their health disappear in less than a second. It's not an engaging style of gameplay, and we don't want that experience to be the best way to play the Necromancer. Legacy of Dreams This gem is now more likely to drop from a Greater Rift Guardian Return to Top Monsters
      Blighter Blighter's Poison Tentacles' Area of Effect now hits less frequently, but at higher damage, when attacking players Return to Top
      Bug Fixes
      Wizard Archon Fixed an issue where certain item bonuses (such as from the item Deathwish) would persist between changing forms to/from Archon Developer's Note: A few patches ago, we stated we were going to continue to observe Bazooka Wizard to see its performance over time. Back then, we thought it would require a high level of skill to execute that would make it relatively less utilized as a hard, but rewarding, gameplay option. That hasn't been the case, as many feel it's too mandatory. In the context of this and other changes (like Bone Ringer and Chantodo's), we think it makes sense to make this change now. Spite Fixed an issue where casting Restless Giant would cause the 200% physical bonus damage to fail to apply when the Gargantuan enraged Squirt's Necklace Fixed an issue where some ground effects were causing the Squirt's Necklace buff to fall off despite being shielded Return to Top FAQ
      Q: When does Season 19 start?
      A: Season 19 begins Friday, November 22 at 5:00 p.m. PST in North America, 5:00 p.m. CET in Europe, and 5:00 p.m. KST in Asia. For time zone conversions, see this site.
      Q: When do Seasons go live for players on Xbox One, PlayStation 4, and Nintendo Switch?
      A: Seasons go live for all console players globally Friday, November 22 at 5:00 p.m. Pacific Time, regardless of which regional version of the game you may have. Please note that Seasonal Leaderboards for Xbox One, PlayStation 4, and Nintendo Switch are still separate by hardware platform.
      Q: When will Season 19 end?
      A: We are no longer providing anticipated end dates for Seasons. However, we are committed to keeping Seasons roughly three months in length (give or take a few weeks based on development needs) and will continue to provide a minimum of two weeks advance notice for when the Season will be ending.
      Q: When are the non-Seasonal Leaderboards being wiped?
      A: Non-Seasonal Leaderboards are tied to what we call “Eras,” each of which lasts about 6–12 months. The most recent era began November 12. For more information on Eras, please see this post.
      Q: What will happen to older Seasonal and Era records?
      A: Starting with Season 10, we removed old personal bests from Season 1. When Season 19 arrives, we will remove old personal bests from Season 10, and so on. We will be doing the same for personal bests from the previous Era when the next one goes live.
      Seasonal Leaderboard records are not being cleared and will remain archived both in game and on our website.
      Return to Top
      Themed Seasons are continuing to evolve as we venture into the future, and we’re quite excited to see where this one leads. Are you looking forward to the Season of Eternal Conflict? Are you going to try one of the two new Class Sets? Gear up and get ready; we’ll see you in Season 19!
      Note: Beginning next week, comments on Diablo III blog entries will be disabled. This is part of our website migration for GDPR compliance. We apologize for the inconvenience; please continue your conversation over on our General Forum.

      As always, we'll have our guides ready for the season start, including the two new sets and new builds with all the added legendary powers.
       

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      The season starts on November 22nd and we get new cosmetic rewards for the journey!
    • By Starym
      While the season preview blog is coming today, along with the official release date, it seems almost certain we'll be seeing the Eternal Conflict start next Friday, November 22nd. Based on the below blue post by community manager Nevalistis, and the fact it makes perfect sense to choose the start of the weekend for the launch, it's a safe bet we'll be starting our next seasonal journey then (unless something major breaks). We've also gotten a more detailed explanation on why the season (and probably all future seasons) was delayed yesterday, in case you missed it.
      Meanwhile, you can check out the official live 2.6.7 patch notes.
      Season 19 Start (source)
      We tried, once, to launch a Season on a Thursday instead. We received immense amounts of community feedback that that was not optimal; many people like taking the day off for the Season start, and that’s a lot harder to do on a Thursday than the end of the week.
      We went back to Fridays and haven’t tried to mess with it since.
      Now, obviously there is a very slight possibility the above might also refer to the Friday 2 weeks from now, or that the blog reveals a new release day for seasons, but we'd still say you can start getting prepared for next Friday.
      The header image is by liuhao726 over on Artstation, and is fittingly called "The Eternal Conflict", same as as Season 19!


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